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The Old Ones of El Dorado box art

The Old Ones of El Dorado

Game ID: GID0452260
Game Info
Year
2026
Players
1-4
Age
14+
Playtime
90 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Euro-style game where players worship ancient gods and build a towering temple to Cthulhu through hand management card drafting and worker placement

Description

Euro-style game where players worship ancient gods and build a towering temple to Cthulhu through hand management card drafting and worker placement

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 3 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video 5uli74SnHMQ Review at 0:04 sentiment: positive
video_pk 67132 · mention_pk 163117
The Old Ones of El Dorado video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Smart card play and interaction with players.
  • Applies pressure and makes players make smart decisions.
  • Quick hook with smart and thinky decisions.
  • Lots of variability in setup.
  • Turns are simple but choices are thinky.
  • Card play and timing make players feel smart and cutthroat.
  • Plays quickly.
Cons
  • Not to be confused with other games with 'El Dorado' in the name.
  • Madness tokens can be received instead of benefits when taking cards from popular lanes.
Thematic elements
  • Becoming the high priest
  • dark world or overworld, building a temple, sacrifice
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — Points are scored for contributing the most to building temple pieces.
  • Card Play — Players use a set of cards, which have two different sides (other world and natural world). Cards can be played either way and have icons for resources or actions.
  • Modular board — Elements like card rows and pieces come out randomly, adding variability to the setup.
  • Resource management — Players manage resources like clay and gold to build temple pieces or exchange for masks.
  • set collection — Players collect resources like clay and gold, and masks which can be used for worship actions or scoring.
  • Track advancement — Players move markers on a track, aiming to reach 30 points to trigger the end game.
  • worker placement — Players place workers to take actions on the board or on cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And yes, it is 2026. I'm sorry. I've been gone for a little while in hibernation mode.
  • This is a paid preview, but of course I'm going to show you games that I would back myself with my own money. I don't want to show you stuff that stinks.
  • The one reason why this game is on my board is because of the smart card play and how it interacts with uh players.
  • It's a um medium light game. Uh and it plays in about I would say about an hour and a half uh hour and a halfish.
  • So, turns are very simple but the choice becomes very um thinky.
  • So, you get to take actions and off turn you get rewards. But there's a inverse to that. There's a bad thing to that as well.
  • With that card play and the timing in this game, you're going to feel really smart and you're also going to feel real cutthroat about it.
References (from this video)
No references stored for this video.
Video B94f_iLJIvs Paul Groen Discussion at 8:36 sentiment: mixed
video_pk 42716 · mention_pk 129752
Paul Groen - The Old Ones of El Dorado video thumbnail
Click to watch at 8:36 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Innovative card mechanism; elegant core concept
Cons
  • Not long enough; setup issue noted; misprint on board in one session
Thematic elements
  • card-driven economy with a central board
  • El Dorado-tinged exploration
  • mythic adventure
Comparison games
none
Mechanics (from transcript analysis)
  • board-based action economy with limited card rows — only a subset of cards are used each game; row control matters
  • Card-driven action selection — play cards to areas; triggers bottom effects; manage top effects by playing or reclaiming cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm getting a little bit jaded, tired, fed up with recipe games.
  • The card play mechanism was the USP for this game, and it's a really interesting one.
  • Speak Easy might become my number one favorite Lasserta game.
  • The campaign itself is really, really good.
  • If you like Lost Ruins of Arnak, you must play the campaign.
References (from this video)
No references stored for this video.
Video dwV5mUMrYcs Unknown Channel Playthrough at 0:01 sentiment: positive
video_pk 13006 · mention_pk 38042
Unknown Channel - The Old Ones of El Dorado video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging two-player interaction with shadow keeper mechanic creating tension
  • Thematic flavor strong with mythic elder gods and cults
  • Varied card effects due to modular card rows and action options
  • Clear end condition and temple scoring provides strategic finish
Cons
  • Complex rules and many moving parts may be hard for new players
  • Madness tokens can clutter the board and complicate storage
  • Two-player variant reduces board space, affecting pacing
  • Prototype status implies potential changes before release
Thematic elements
  • mythic eldritch cult building, ritual sacrifice, immortality quest
  • Ancient mythic city of El Dorado where elders and elder gods are worshiped; ritualistic competition among cults.
  • mythic cult-building with modular idol construction and ritual actions
Comparison games
  • Isle of Trains
  • Explorers of Novoria
  • Galactic Cruise
Mechanics (from transcript analysis)
  • Action rows — Players play cards into action rows to trigger row-specific actions and bonuses.
  • card crafting — Craft masks that provide bonuses and end-game points when paired.
  • Crafting masks — Craft masks that provide bonuses and end-game points when paired.
  • End condition — First to reach 30 points triggers end; final scoring determines winner.
  • Keeper mechanic — Each player uses a keeper to track resources and trigger bonuses when other players interact with a row.
  • Limited Points — First to reach 30 points triggers end; final scoring determines winner.
  • madness tokens — Madness occupy spaces and can limit actions; removing madness is strategic.
  • Resource management — Gold, clay, stone resources manage temple building, sculpting idols, and masks.
  • Sacrifice and worship — Sacrifice followers or villagers to power temple actions or gain points; worship to gain bonuses or points.
  • Sculpting idols — Contribute resources to idols to gain points and unlock bonus actions.
  • Temple construction — Temple level progression with majority scoring based on track contributions.
  • Track advancement — Temple level progression with majority scoring based on track contributions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a prototype. It'll give you a good idea of what the game will look like and play like.
  • Two-player game here, which is slightly different.
  • The race for 30 points.
  • Temple construction, sacrificing people, gaining resources, using them to craft masks, and to build these idols.
  • We are secretly worshiping other elder gods.
  • First player is the person who worshiped Cthulhu last.
References (from this video)
No references stored for this video.
Video QfSUex0L4nM Playthrough at 2:29 sentiment: positive
video_pk 10794 · mention_pk 31863
The Old Ones of El Dorado video thumbnail
Click to watch at 2:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong, interactive card economy with high player interaction
  • High variability due to random card rows, start setup, and open-ended decision paths
  • Clear thematic flavor tying cult activity to resource management and temple-building
Cons
  • Prototype state shows placeholder tokens and evolving iconography; final production will improve visuals
  • Can be complex for new players due to multi-layer actions and card cycling
  • End-game scoring can be nuance-heavy without reference aids in play
Thematic elements
  • cult building, immortality, interaction with Old Ones
  • Ancient city of El Dorado, mythic city of gold infused with cult activity
  • mythic horror/cult saga embedded in city-building
Comparison games
  • El Dorado (board game)
Mechanics (from transcript analysis)
  • area majority — Building the pyramid layers creates area majority-like scoring; most players with resources or workers on a row influence the scoring on that layer.
  • area_majority_and_edge_rules — Building the pyramid layers creates area majority-like scoring; most players with resources or workers on a row influence the scoring on that layer.
  • card_placement — Players hold a hand of cards and place them into four action sites; each site has a top row and a bottom row with different effects. Placement order and orientation (green/ purple sides) matters for which actions resolve.
  • madness_and_rest — Madness tokens accumulate as players take certain actions; resting (skipping cards) can remove madness tokens; madness influences available actions and thresholds.
  • Resource management — Resources (gold, clay, stone) are gathered from physical realm actions and stored for crafting masks, tablets, and other actions; space and overflow considerations matter.
  • resource_management — Resources (gold, clay, stone) are gathered from physical realm actions and stored for crafting masks, tablets, and other actions; space and overflow considerations matter.
  • sacrifice_and_reward_tracks — Sacrificing workers moves markers along dedicated tracks, unlocking rewards on specific spaces and triggering additional benefits.
  • scoring_and_progression — Points come from building the pyramid (layer completion and majority), crafting masks/tablets, and end-of-game bonuses; some points are earned immediately, others at final tally.
  • Track advancement — Sacrificing workers moves markers along dedicated tracks, unlocking rewards on specific spaces and triggering additional benefits.
  • worker placement — Followers, villagers, and cultists act as workers that activate actions on cards; placement also triggers row-based bonuses and potential madness flow.
  • worker_placement — Followers, villagers, and cultists act as workers that activate actions on cards; placement also triggers row-based bonuses and potential madness flow.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a competitive game.
  • The card placement of these cards and how the interaction between players works, that’s the real hook here.
  • There is a closed economy of cards.
  • Prototype design is evolving; iconography will change for the final.
  • Kickstarter exclusive. Solo mode will be included.
  • Endgame triggers when you reach 30 points, and then we do final scoring.
References (from this video)
No references stored for this video.
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